MCrawl- At this point i'm tackling what makes a roguelike fun. There are some core design philosophies that go into most roguelikes. Random generation: Randomly generated maps, enemies, loot ensure that you experience is always fresh and you have to adapt to new situations and make interesting descisions. Roleplaying: You assume the role of a character that has a background, unique features, you are the character of a story that you are in control of. Consequences: When you die in crawl you die in real life. The impact of permadeath and other heavy consequences enhances the gravity of tense situations. Dungeon crawls simple pixel graphics and plain turn based combat have made my heart pound more than nearly any other RPG i've ever played.